private int SetUnloadState(AuziDState RKZD, AuziDState RKR) { if (RKZD == AuziDState.On && RKR == AuziDState.On && tek_unload_state == 5) { tek_unload_state = 0; } else if (RKZD == AuziDState.Off && RKR == AuziDState.On && tek_unload_state == 0) { tek_unload_state = 1; } else if (RKZD == AuziDState.Off && RKR == AuziDState.Off && tek_unload_state == 1) { tek_unload_state = 2; } else if (RKZD == AuziDState.Off && RKR == AuziDState.On && tek_unload_state == 2) { tek_unload_state = 3; } else if (RKZD == AuziDState.On && RKR == AuziDState.On && (tek_unload_state == 3 || tek_unload_state == 1 || (tek_unload_state == 4 && unload_delay != 0))) { tek_unload_state = 4; unload_delay++; if (unload_delay > 200) { unload_delay = 0; } } else if (RKZD == AuziDState.On && RKR == AuziDState.On && tek_unload_state == 4 && unload_delay == 0) { tek_unload_state = 5; } return(tek_unload_state); }
private void SetSlowdownAndDotZonesFlags(AuziDState slowdownSignal, AuziDState dotSignal, AuziDState vOstanov, AuziDState nOstanov) { if (slowdownSignal == AuziDState.On && _previousSlowdownZone == AuziDState.Off && (f_start == 1 || nOstanov == AuziDState.Off)) { _fSlowdown = 1; } else if (slowdownSignal == AuziDState.Off && _previousSlowdownZone == AuziDState.On) { _fSlowdown = 0; } if (dotSignal == AuziDState.On && _previousDotZone == AuziDState.Off && (f_start == 1 || nOstanov == AuziDState.Off)) { _fDot = 1; } else if (dotSignal == AuziDState.Off && _previousDotZone == AuziDState.On) { _fDot = 0; } if (slowdownSignal == AuziDState.On && _previousSlowdownZone == AuziDState.Off && (f_back == 1 || vOstanov == AuziDState.Off)) { _fSlowdownBack = 1; } else if (slowdownSignal == AuziDState.Off && _previousSlowdownZone == AuziDState.On) { _fSlowdownBack = 0; } if (dotSignal == AuziDState.On && _previousDotZone == AuziDState.Off && (f_back == 1 || vOstanov == AuziDState.Off)) { _fDotBack = 1; } else if (dotSignal == AuziDState.Off && _previousDotZone == AuziDState.On) { _fDotBack = 0; } _previousSlowdownZone = slowdownSignal; _previousDotZone = dotSignal; f_slowdown_zone = _fSlowdown; f_dot_zone = _fDot; f_slowdown_zone_back = _fSlowdownBack; f_dot_zone_back = _fDotBack; }
private int SetLoadState(AuziDState RZA) { if (RZA == AuziDState.On && tek_load_state == 5) { tek_load_state = 0; } else if (RZA == AuziDState.On && tek_load_state == 0) { tek_load_state = 1; } else if (RZA == AuziDState.Off && tek_load_state == 1) { tek_load_state = 2; } else if (RZA == AuziDState.On && (tek_load_state == 2) || (tek_load_state == 3 && load_delay != 0)) { tek_load_state = 3; load_delay++; if (load_delay > 200) { load_delay = 0; } } else if (RZA == AuziDState.On && ((tek_load_state == 3 && load_delay == 0) || (tek_load_state == 4 && load_delay != 0))) { tek_load_state = 4; load_delay++; if (load_delay > 200) { load_delay = 0; } } else if (RZA == AuziDState.On && tek_load_state == 4 && load_delay == 0) { tek_load_state = 5; } return(tek_load_state); }